Lower quality assets are smaller in their nature. I didn't say anywhere that this was a DLSS-specific advantage. The point there was rather that DLSS would enable the system to increase the image quality and performance while processing information in a more bite-sized way, without demanding lots more space, or eating up more resources from the CPU or GPU. That's the "disruptive" element. In turn, it means that developers might design with it in mind, and the side effects of that approach would mean "more full games on cart", etc.